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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »turret turning

Author Topic: turret turning (4 messages, Page 1 of 1)
Moderators: Dennis

Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Apr 26, 2011 11:55 PM    Msg. 1 of 4       
how do you make a turret able to turn 360%...
mines only turning like.. 90%


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 27, 2011 02:06 AM    Msg. 2 of 4       
if it's ingame post a video to show us what you mean.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Apr 27, 2011 02:13 AM    Msg. 3 of 4       
I believe it's in the animation and the animation tag


bobbysoon
Joined: Feb 1, 2007


Posted: Apr 27, 2011 04:28 AM    Msg. 4 of 4       
15 keyframes:
0=Default
1=Down back
2=Down right
3=Down front
4=Down left
5=Down back
6=Back
7=Right
8=Mid
9=Left
10=Back
11=Up back
12=Up right
13=Up mid
14=Up left
15=Up back
(I believe by mid they mean front)
Basic Vehicle Animations Tutorial - PDF: http://hce.halomaps.org/index.cfm?pg=3&fid=1532

Also, a handy-dandy script I call "Stand Fixed aim-still Helper.ms":
if roKeyFrameName != undefined then 
removeRollout roKeyFrameName

rollout roKeyFrameName "Key Frame Name"
(
local updatekfName

editText etkfName align:#left width:130 offset:[-8,0] across:2
button btClose "X" align:#right width:18 height:18 offset:[8,0] toolTip:"close"

on btClose pressed do
(
unRegisterTimeCallback updatekfName
removerollout roKeyFrameName
roKeyFrameName=undefined
)
)

fn k9 kf = case kf of
(
0f: "Default"
1f: "Right Down"
2f: "Middle Down"
3f: "Left Down"
4f: "Right Middle"
5f: "Middle Middle"
6f: "Left Middle"
7f: "Right Up"
8f: "Middle Up"
9f: "Left Up"
default:""
)

fn k15 kf = case kf of
(
0f: "Default"
1f: "Down back"
2f: "Down right"
3f: "Down front"
4f: "Down left"
5f: "Down back"
6f: "Back"
7f: "Right"
8f: "Mid"
9f: "Left"
10f: "Back"
11f: "Up back"
12f: "Up right"
13f: "Up mid"
14f: "Up left"
15f: "Up back"
default:""
)

fn updatekfName =
(
if animationRange.start == 0f then
(
if animationRange.end == 9f then
roKeyFrameName.etkfName.text= k9 currentTime
else if animationRange.end == 15f then
roKeyFrameName.etkfName.text= k15 currentTime
else
roKeyFrameName.etkfName.text= ""
)
else
roKeyFrameName.etkfName.text= ""
)

addRollout roKeyFrameName

roKeyFrameName.updatekfName=updatekfName
updatekfName()
registerTimeCallback updatekfName
Paste that into a new MAXScript window and hit Ctr-E, and you'll get a thingy that tells you the name of the keyframe you're at, if you've got 9 or 15 keyframes. Close it before exporting or bad things will happen

Now that I think about it, you're probably needing to edit the model_animations with guerilla - specifically, unit.weapon.aiming screen bounds. The warthog uses:
yaw: 90 & 90
right/left frame counts: 2
pitch up: 15 down:35
pitch frames: 1

when in doubt, refer to the original tags
Edited by bobbysoon on Apr 27, 2011 at 04:52 AM

 

 
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